three+webgl实现炫酷森林极光星空夜景动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现炫酷森林极光星空夜景动画效果代码
代码标签: three webgl 炫酷 森林 极光 星空 夜景 动画
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <style> html, body { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <!-- partial:index.partial.html --> <!-- partial --> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.82.js"></script> <script > function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } class BackgroundMaterial extends THREE.RawShaderMaterial { constructor() { super(BackgroundMaterial.shader);_defineProperty(this, "resize", () => { this.uniforms.resolution.value.set( window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio); });_defineProperty(this, "loop", timestamp => { requestAnimationFrame(this.loop); this.uniforms.globalTime.value = timestamp / 1000; });addEventListener('resize', this.resize);requestAnimationFrame(this.loop);}}_defineProperty(BackgroundMaterial, "shader", { vertexShader: ` attribute vec3 position; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); } `, fragmentShader: ` #ifdef GL_ES precision mediump float; #endif #define OCTAVES 2 #define RGB(r, g, b) vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0) uniform vec2 resolution; uniform float globalTime; float random(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } vec2 rand2(vec2 p) { p = vec2(dot(p, vec2(12.9898,78.233)), dot(p, vec2(26.65125, 83.054543))); return fract(sin(p) * 43758.5453); } float rand(vec2 p) { return fract(sin(dot(p.xy ,vec2(54.90898,18.233))) * 4337.5453); } // // Description : Array and textureless GLSL 2D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } // Thanks to andmar1x https://www.shadertoy.com/view/MtB3zW float stars(in vec2 x, float numCells, float size, float br) { vec2 n = x * numCells; vec2 f = floor(n); float d = 1.0e10; for (int i = -1; i <= 1; ++i) { for (int j = -1; j <= 1; ++j) { vec2 g = f + vec2(float(i), float(j)); g = n - g - rand2(mod(g, numCells)) + rand(g); // Control size g *= 1. / (numCells * size); d = min(d, dot(g, g)); } } return br * (smoothstep(.95, 1., (1. - sqrt(d)))); } float fractalNoise(in vec2 coord, in float persistence, in float lacunarity) { float n = 0.; float frequency = 3.; float amplitude = 2.; for (int o = 0; o < OCTAVES; ++o) { n += amplitude * snoise(coord * frequency); amplitude *= persistence; frequency *= lacunarity; } return n; } void main() { vec2 coord = gl_FragCoord.xy / resolution.xy; vec2 starCoord = gl_FragCoord.xy / resolution.yy - vec2(.5, 0); vec3 color1 = RGB(10, 70, 50) * 1.5; vec3 color2 = RGB(50, 0, 40) * 1.1; float dist = distance(coord, vec2(0.5, 0.3)) * 1.5; float time = -globalTime / 100.; mat2 RotationMatrix = mat2(cos(time), sin(time), -sin(time), cos(time)); vec3 starField = stars(starCoord * RotationMatrix, 16., 0.03, 0.8) * vec3(.9, .9, .95); starField += stars(starCoord * RotationMatrix, 40., 0.025, 1.0) * vec3(.9, .9, .95) * max(0.0, fractalNoise(starCoord * RotationMatrix, .5, .2)); vec3 aurora = RGB(0,255,130) * max(snoise(vec2((coord.x + sin(time)) * 15., coord.x * 40.)) * max((sin(10.0 * (coord.x + 2. * time)) *.1 + 1.26) - 2. * coord.y, 0.), 0.); vec3 aurora2 = RGB(0,235,170) * max(snoise(vec2((.09 * coord.x + sin(time * .5)) * 15., coord.x * 1.)) * max((sin(5.0 * (coord.x + 1.5 * time)) *.1 + 1.28) - 2. * coord.y, 0.), 0.); vec3 result = starField + aurora * aurora2.g * 3.5 + aurora2; gl_FragColor = vec4(mix(color1, color2, dist), 1.0); gl_FragColor.rgb += result; } `, uniforms: { resolution: { value: new THREE.Vector2(window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio) }, globalTime: { value: performance.now() / 1000 } }, side: THREE.BackSide });class MountainMaterial extends THREE.ShaderMaterial {constructor() {super(MountainMaterial.shader);}}_defineProperty(MountainMaterial, "shader", { vertexShader: ` uniform vec3 mvPosition; varying vec2 vUv; varying float fogDepth; void main() { fogDepth = -mvPosition.z; vUv.........完整代码请登录后点击上方下载按钮下载查看
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